Merge pull request #837 from nolt/fix-money-drop-lock
Release a money drop again when nobody could take it (cherry picked from commit 83e942e4c778a14eeade8433632a6180ef286e3f)
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@@ -80,51 +80,16 @@ public sealed class DroppedMoney : AsyncDisposable, ILocateable
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this._availableToPick = false;
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}
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if (player.Party is { } party)
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if (!this.TryGiveMoneyTo(player))
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{
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var partyMembers = party.PartyList
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.OfType<Player>()
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.Where(p => p.CurrentMap == player.CurrentMap && !p.IsAtSafezone() && p.Attributes is { })
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.ToList();
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if (partyMembers.Count > 0)
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// Nobody got the money, so the drop is released again. Keeping it claimed would leave it
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// lying on the map, unpickable for everyone until it expires - and then lost.
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using (await this._pickupLock.LockAsync())
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{
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var share = (int)(this.Amount / partyMembers.Count);
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foreach (var member in partyMembers)
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{
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member.TryAddMoney((int)(share * member.Attributes![Stats.MoneyAmountRate]));
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}
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this._availableToPick = true;
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}
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}
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else
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{
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var clampMoneyOnPickup = player.GameContext?.Configuration?.ClampMoneyOnPickup ?? false;
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if (clampMoneyOnPickup)
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{
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var maxMoney = player.GameContext?.Configuration?.MaximumInventoryMoney ?? int.MaxValue;
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var currentMoney = player.Money;
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var amountToAdd = (int)Math.Min(this.Amount, (uint)Math.Max(0, maxMoney - currentMoney));
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if (amountToAdd <= 0)
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{
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player.Logger.LogDebug("Player is at maximum money limit, Player {0}, Money {1}", player, this);
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return false;
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}
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if (!player.TryAddMoney(amountToAdd))
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{
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player.Logger.LogDebug("Money could not be added to the inventory, Player {0}, Money {1}", player, this);
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return false;
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}
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}
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else
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{
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if (!player.TryAddMoney((int)this.Amount))
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{
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player.Logger.LogDebug("Money could not be added to the inventory, Player {0}, Money {1}", player, this);
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return false;
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}
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}
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return false;
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}
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await this.DisposeAsync().ConfigureAwait(false);
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@@ -158,6 +123,64 @@ public sealed class DroppedMoney : AsyncDisposable, ILocateable
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await base.DisposeAsyncCore().ConfigureAwait(false);
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}
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/// <summary>
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/// Tries to hand the money over to the player, or to its party. Returns <c>false</c> if it could not be
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/// given to anyone, e.g. because the receiver is already at the maximum inventory money.
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/// </summary>
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/// <param name="player">The player which picks the money up.</param>
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/// <returns><c>True</c>, if at least one player received money; Otherwise, <c>false</c>.</returns>
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private bool TryGiveMoneyTo(Player player)
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{
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if (player.Party is { } party)
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{
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var partyMembers = party.PartyList
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.OfType<Player>()
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.Where(p => p.CurrentMap == player.CurrentMap && !p.IsAtSafezone() && p.Attributes is { })
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.ToList();
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if (partyMembers.Count == 0)
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{
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player.Logger.LogDebug("No party member could receive the money, Player {0}, Money {1}", player, this);
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return false;
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}
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var share = (int)(this.Amount / partyMembers.Count);
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var received = false;
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foreach (var member in partyMembers)
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{
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received |= member.TryAddMoney((int)(share * member.Attributes![Stats.MoneyAmountRate]));
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}
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if (!received)
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{
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player.Logger.LogDebug("No party member could take the money, Player {0}, Money {1}", player, this);
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}
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return received;
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}
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var amountToAdd = (int)this.Amount;
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if (player.GameContext?.Configuration?.ClampMoneyOnPickup ?? false)
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{
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var maxMoney = player.GameContext?.Configuration?.MaximumInventoryMoney ?? int.MaxValue;
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amountToAdd = (int)Math.Min(this.Amount, (uint)Math.Max(0, maxMoney - player.Money));
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if (amountToAdd <= 0)
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{
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player.Logger.LogDebug("Player is at maximum money limit, Player {0}, Money {1}", player, this);
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return false;
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}
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}
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if (!player.TryAddMoney(amountToAdd))
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{
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player.Logger.LogDebug("Money could not be added to the inventory, Player {0}, Money {1}", player, this);
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return false;
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}
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return true;
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}
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[System.Diagnostics.CodeAnalysis.SuppressMessage("Usage", "VSTHRD100:Avoid async void methods", Justification = "Catching all Exceptions.")]
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private async void OnTimerTimeout(object? state)
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{
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